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Manuela Chessa

Publications and source records attributed to Manuela Chessa.

4 recordsLinked to original sources

Avatar Exposure and Strategic Coordination in Virtual Reality: Evidence from a Threshold Public Goods Experiment

Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass participation. This study investigates how avatar-based social representation in Virtual Reality (VR) influences coordination in threshold collective action problems. Through a randomized controlled experiment with 188 participants organized in 94 pairs, we examine whether brief avatar exposure affects perceived co-presence and coordination outcomes in a two-player threshold public goods game implemented as a real-effort recycling task. We manipulate a single design feature: participants either briefly interact through avatars before the main task (Pre-Task Avatar treatment) or complete an equivalent activity individually without peer visibility (No Pre-Task Avatar treatment). Our findings reveal that minimal avatar exposure significantly increases perceived co-presence and improves strategic coordination, though not through increased contribution quantity. Participants exposed to peer avatars achieve higher social welfare by coordinating to avoid wasteful over-contribution beyond the threshold. Additionally, we identify VR presence-the sense of 'being there' in the virtual environment-as a stronger predictor of task performance than co-presence itself. This research contributes to Information Systems theory by establishing causal pathways from specific design features to presence to coordination outcomes, demonstrates VR as a rigorous experimental methodology for IS research, and provides actionable insights for designing collaborative platforms supporting sustainability initiatives and threshold collective action problems.

cs.HC

Total Skin Electron Therapy Stanford Technique Evolution With Monte Carlo Simulation Toward Personalized Treatments For Cutaneous Lymphoma

Current Total Skin Electron Therapy (TSET) Stanford technique for cutaneous lymphoma, established in the 70's, involves a unique irradiation setup, i.e. patient's position and beam arrangement, for all patients with ensuing great variability in dose distribution and difficult dose optimization. A Geant4-based simulation has been developed to explore the possibility of personalizing the dose to each patient's anatomy. To achieve this optimization of the treatment method, this project enrolls different aspects of the clinical and computational techniques: starting with the knowledge of the experimental parameters involving TSET practice, passing through an innovative approach to model the patient's anatomy, a precise description of the electron beam and a validated configuration of the physics models handling the interactions of the electrons and of secondary particles. The Geant4-based simulation models the patient as a tessellated solid derived from the optical scan of her/his body, realistically reproduces the irradiation environment in detail and calculates the energy deposition corresponding to each facet of the patient's scanned surface. The resulting three-dimensional dose distribution constitutes the basis for the personalization of the medical treatement as appropriate to each patient's specific characteristics.

physics.comp-ph

Engineering Reliable Interactions in the Reality-Artificiality Continuum

Milgram's reality-virtuality continuum applies to interaction in the physical space dimension, going from real to virtual. However, interaction has a social dimension as well, that can go from real to artificial depending on the companion with whom the user interacts. In this paper we present our vision of the Reality-Artificiality bidimensional Continuum (RAC), we identify some challenges in its design and development and we discuss how reliable interactions might be supported inside RAC.

cs.HC

Mobility Map Computations for Autonomous Navigation using an RGBD Sensor

In recent years, the numbers of life-size humanoids as well as their mobile capabilities have steadily grown. Stable walking motion and control for humanoid robots are active fields of research. In this scenario an open question is how to model and analyse the scene so that a motion planning algorithm can generate an appropriate walking pattern. This paper presents the current work towards scene modelling and understanding, using an RGBD sensor. The main objective is to provide the humanoid robot iCub with capabilities to navigate safely and interact with various parts of the environment. In this sense we address the problem of traversability analysis of the scene, focusing on classification of point clouds as a function of mobility, and hence walking safety.

cs.RO